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https://github.com/godotengine/godot
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67 lines
4.1 KiB
XML
67 lines
4.1 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="PhysicsBody2D" inherits="CollisionObject2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Base class for all objects affected by physics in 2D space.
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</brief_description>
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<description>
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PhysicsBody2D is an abstract base class for implementing a physics body. All *Body2D types inherit from it.
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</description>
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<tutorials>
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<link title="Physics introduction">$DOCS_URL/tutorials/physics/physics_introduction.html</link>
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</tutorials>
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<methods>
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<method name="add_collision_exception_with">
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<return type="void" />
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<param index="0" name="body" type="Node" />
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<description>
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Adds a body to the list of bodies that this body can't collide with.
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</description>
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</method>
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<method name="get_collision_exceptions">
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<return type="PhysicsBody2D[]" />
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<description>
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Returns an array of nodes that were added as collision exceptions for this body.
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</description>
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</method>
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<method name="move_and_collide">
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<return type="KinematicCollision2D" />
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<param index="0" name="motion" type="Vector2" />
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<param index="1" name="test_only" type="bool" default="false" />
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<param index="2" name="safe_margin" type="float" default="0.08" />
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<param index="3" name="recovery_as_collision" type="bool" default="false" />
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<description>
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Moves the body along the vector [param motion]. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param motion] should be computed using [code]delta[/code].
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Returns a [KinematicCollision2D], which contains information about the collision when stopped, or when touching another body along the motion.
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If [param test_only] is [code]true[/code], the body does not move but the would-be collision information is given.
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[param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody2D.safe_margin] for more details).
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If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is used e.g. by [CharacterBody2D] for improving floor detection during floor snapping.
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</description>
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</method>
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<method name="remove_collision_exception_with">
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<return type="void" />
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<param index="0" name="body" type="Node" />
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<description>
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Removes a body from the list of bodies that this body can't collide with.
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</description>
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</method>
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<method name="test_move">
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<return type="bool" />
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<param index="0" name="from" type="Transform2D" />
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<param index="1" name="motion" type="Vector2" />
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<param index="2" name="collision" type="KinematicCollision2D" default="null" />
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<param index="3" name="safe_margin" type="float" default="0.08" />
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<param index="4" name="recovery_as_collision" type="bool" default="false" />
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<description>
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Checks for collisions without moving the body. In order to be frame rate independent in [method Node._physics_process] or [method Node._process], [param motion] should be computed using [code]delta[/code].
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Virtually sets the node's position, scale and rotation to that of the given [Transform2D], then tries to move the body along the vector [param motion]. Returns [code]true[/code] if a collision would stop the body from moving along the whole path.
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[param collision] is an optional object of type [KinematicCollision2D], which contains additional information about the collision when stopped, or when touching another body along the motion.
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[param safe_margin] is the extra margin used for collision recovery (see [member CharacterBody2D.safe_margin] for more details).
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If [param recovery_as_collision] is [code]true[/code], any depenetration from the recovery phase is also reported as a collision; this is useful for checking whether the body would [i]touch[/i] any other bodies.
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</description>
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</method>
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</methods>
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<members>
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<member name="input_pickable" type="bool" setter="set_pickable" getter="is_pickable" overrides="CollisionObject2D" default="false" />
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</members>
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</class>
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